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Rats And Corpses

Rat 2 is actually still alive. You were only subtracting 3 points from your damage. Their resistance is 5 points (unless I am missing something somewhere that is giving you an extra 2 points that isn't listed in your roll. Let me know if this is the case.).

Frigid Blade
Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winters wrath.

At-Will Arcane, Cold, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Intelligence -2 vs. Reflex

Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.

Aegis of Shielding
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies.

At-Will Arcane
Minor Action Close burst 2

Target: One creature in the burst

Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesnt include you as a target, it takes a 2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier.
At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.

Warforged Resolve
Healing
Minor Action, Personal
Effect:You gain a number of temporary hit points equal to 3+one-half your level and can make a saving throw against one effect on you that deals ongoing damage.If you are bloodied, you also regain hit points equal to 3+one-half your level

Form of the Dread Serpent
.Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose.

Daily Poison, Polymorph, Primal
Minor Action Personal

Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.

Bloodstinger Poison
This inky toxin inflicts wounds that burn long after the initial blow is struck.

Power (Poison) Consumable (Standard Action):
Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +6 vs. Fortitude; on a hit, the target takes ongoing 5 poison damage (save ends).

Doppelganger Leather Armor +1
Lvl 5
Minor Action
Effect: Choose one enemy within 5 squares of you. You gain a +2 power bonus to the defense that is the enemys highest until the end of the encounter or until that enemy drops below 1 hit point.

Minion Slayer 2+
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.

Spirit InfusionAt-Will; Primal, SpiritStandard Action, Melee spirit 1Target: One allyEffect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod.Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.

Call Spirit CompanionAt-Will; Conjuration, PrimalMinor Action, Close Burst 20Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack.Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.

Spirit's SacrificeEncounter; Primal, SpiritMinor Action, Close burst spirit 5Target: You or one ally in burst.Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.

Healing SpiritEncounter; Healing, PrimalMinor Action, Close burst 5Target: You or one ally in burstEffect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points.Mark of Healing: Both allies can make a saving throw.

Healing SpiritEncounter; Healing, PrimalMinor Action, Close burst 5Target: You or one ally in burstEffect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points.Mark of Healing: Both allies can make a saving throw.

Shield of DevotionEncounter; Divine, HealingImmediate Reaction, Close burst 5Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering allyEffect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.Mark of Healing: The target also makes a saving throw.

Spirits of the Healing FloodDaily; Healing, Implement, PrimalStandard Action, Close burst 5Target: Each enemy in burstAttack: Wisdom vs. FortitudeHit: 1d8 + Wisdom modifier damage.Miss: Half damage.Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points.Mark of Healing: All allies targeted by this power can make a saving throw.

The Winds of ChangeBody Slot: Off-HandProperty: +2 to Fortitude and Willpower. Property: Cannot be identified correctly.Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit.Power ([Color=&quot;Green&quot;]At-Will[/Color]; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison.Power ([Color=&quot;Red&quot;]Encounter[/Color]; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
[COLOR=&quot;black&quot;]Power (Daily; Arcane):[/COLOR] Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbuls Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.

Goals of The Winds of Change:
To inspire chaos
To institute change

Concordance:
Score 8
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2

Vicky looks wide-eyed at the seemingly unstoppable energy that bounces from rat to rat, and then to several of her friends. "Wha...?" she manages to stutter out. Somehow, the threat dies down on its own. While she can't see around the corner, Vicky can clearly hear Allyria crying out as seemed to be hit by the wild magic. Fortunately, her outcry means that she is still alive and conscious.

The rat bite hurt, but she's not nearly as badly wounded as John further down. He looks like he's ready to fall at any moment. She strikes out at the closest rat, then moves closer to the other to distract it away from John.

Thought so... we'll just have to wait for Flea to rule on if it's ok to use or not.... I guess in the mean time you could roll a second attack roll against Jared. If it hits it is all academic, really.